King K. Rool vs Ryu

Ryu Matchup (King K. Rool)

King K. Rool vs Ryu

King K. Rool vs Ryu is most stable when you stop playing directly into Ryu's Neutral Air and Back Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

King K. Rool wants to stop Ryu’s Jab 1, Jab 2, and Jab 3 with Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f), then force Ryu back outside Neutral Air and Back Air to keep stage control.
In King K. Rool vs Ryu, the stable plan is to avoid playing directly into Ryu’s Neutral Air and Back Air and take the landing or ledge route before Ryu can reset.
The table shows that Ryu’s Jab 1, Jab 2, and Jab 3 can be answered by King K. Rool’s Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f), so those overcommitments should be cashed out immediately.
For King K. Rool, Ryu’s Neutral Air and Back Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKing K. Rool OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (+1)
Jab 23-21
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Jab 38-21
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Jab (1)7-19
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (+2)
Jab (2)9-13
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (+1)
Forward Tilt (1)3-20
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (+1)
Forward Tilt (2)8-8
  • Up Smash (6f)
  • Grab (+2)
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Up B (+3)
Forward Tilt (3)15/17-13
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (+1)
Up Tilt (1)3-8
  • Up Smash (6f)
  • Grab (+2)
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Up B (+3)
Up Tilt (2)7-19
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (+2)
Down Tilt (1)2-9
  • Up Smash (6f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up B (+2)
Down Tilt (2)6-15
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (+2)
Dash Attack7-22
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Forward Smash15-19/-18
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (+3)
Up Smash9-24
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Down Smash5-25
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • Up Smash (6f)
Back Air8-4/-5
  • None
  • Up Smash (+2)
Up Air6/9-8/-8
  • Up Smash (6f)
  • Grab (+2)
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Up B (+3)
Down Air8-10
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (+1)
Neutral B12-27/-28/-28, -26/-25/-25
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Side B (2)8-62 to -61, -61 to -60
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (17f)
  • OOS Bair (21f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • King K. Rool should not play directly into Ryu’s Neutral Air and Back Air; wait for Ryu’s Jab 1, Jab 2, and Jab 3 and answer with Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f).
  • After King K. Rool blocks Ryu’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f) immediately.
  • King K. Rool should not mash after Ryu’s Neutral Air and Back Air; take the landing route, escape route, or ledge route first.
  • King K. Rool should finish stocks by breaking Ryu’s landing and recovery routes so Neutral Air and Back Air does not get more neutral reps.

Actions to Avoid

  • Letting Ryu start the exchange on Neutral Air and Back Air terms and giving King K. Rool’s stage control away for free.
  • Having King K. Rool block Ryu’s Jab 1, Jab 2, and Jab 3 but never answer with Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f).
  • Sending King K. Rool too deep after Ryu’s Neutral Air and Back Air and letting the reset punish the chase back.
  • Panicking at the ledge as King K. Rool and simplifying Ryu’s Neutral Air and Back Air-driven advantage sequence.

Reference Links

Related Pages